/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : wwphys * * * * $Archive:: /Commando/Code/wwphys/lightsolve.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 2/28/02 11:37a $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef LIGHTSOLVE_H #define LIGHTSOLVE_H #include "always.h" #include "physlist.h" class PhysClass; class StaticPhysClass; class RenderObjClass; class LightSolveContextClass; class LightSolveProgressClass; /** ** LightSolveClass ** This class is a collection of static functions which are used to generate static lighting ** solves for the scene or a subset of the scene. */ class LightSolveClass { public: static void Generate_Static_Light_Solve(LightSolveContextClass & context); static void Generate_Static_Light_Solve(LightSolveContextClass & context,RefPhysListClass & obj_list); private: static void Compute_Solve(LightSolveContextClass & context,RefPhysListClass & obj_list); static void Compute_Solve(LightSolveContextClass & context,StaticPhysClass * phys_obj); static void Compute_Solve(LightSolveContextClass & context,RenderObjClass * model,NonRefPhysListClass & light_list); static bool Does_Obj_Get_Static_Light_Solve(StaticPhysClass * obj); static bool Does_Model_Get_Static_Light_Solve(RenderObjClass * model); }; #endif //LIGHTSOLVE_H